379 lines
9.3 KiB
Lua
379 lines
9.3 KiB
Lua
SWEP.Base = "tacrp_base"
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SWEP.Spawnable = true
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AddCSLuaFile()
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// names and stuff
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SWEP.PrintName = "Skorpion vz. 61"
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SWEP.AbbrevName = "Skorpion"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "4Consumer"
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SWEP.SubCatType = "3Machine Pistol"
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SWEP.Description = "Light machine pistol with good range, recoil and spread."
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SWEP.Description_Quote = "\"Please remove any metallic items you're carrying, keys, loose change...\"" -- The Matrix (1999), lobby shootout
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SWEP.Trivia_Caliber = ".32 ACP"
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SWEP.Trivia_Manufacturer = "CZ Uherský Brod"
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SWEP.Trivia_Year = "1963"
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SWEP.Faction = TacRP.FACTION_MILITIA
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SWEP.Credits = "Assets: Tactical Intervention"
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SWEP.ViewModel = "models/weapons/tacint/v_skorpion.mdl"
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SWEP.WorldModel = "models/weapons/tacint/w_skorpion.mdl"
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SWEP.Slot = 1
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SWEP.BalanceStats = {
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[TacRP.BALANCE_SBOX] = {
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Damage_Max = 18,
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Damage_Min = 10,
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ArmorPenetration = 0.6,
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RecoilKick = 1,
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ClipSize = 30,
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DefaultBodygroups = "0000",
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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 9,
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Damage_Min = 5,
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Range_Min = 500,
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Range_Max = 2500,
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RPM = 850,
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ClipSize = 30,
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DefaultBodygroups = "0000",
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 2,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 0.9,
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[HITGROUP_RIGHTARM] = 0.9,
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[HITGROUP_LEFTLEG] = 0.75,
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[HITGROUP_RIGHTLEG] = 0.75,
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[HITGROUP_GEAR] = 0.9
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},
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},
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[TacRP.BALANCE_PVE] = {
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Damage_Max = 6,
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Damage_Min = 3,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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RecoilMaximum = 10
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}
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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.MachinePistol
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// "ballistics"
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SWEP.DefaultBodygroups = "0000"
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SWEP.Damage_Max = 18
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SWEP.Damage_Min = 9
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SWEP.Range_Min = 400
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SWEP.Range_Max = 2000
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SWEP.Penetration = 4 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.5
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SWEP.ArmorBonus = 0.75
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SWEP.MuzzleVelocity = 12500
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 3,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 1,
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[HITGROUP_RIGHTARM] = 1,
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[HITGROUP_LEFTLEG] = 0.75,
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[HITGROUP_RIGHTLEG] = 0.75,
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[HITGROUP_GEAR] = 0.9
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}
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// misc. shooting
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SWEP.Firemodes = {
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2,
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1
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}
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SWEP.RPM = 850
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SWEP.Spread = 0.009
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SWEP.RecoilSpreadPenalty = 0.0014
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SWEP.HipFireSpreadPenalty = 0.011
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SWEP.ShootTimeMult = 0.5
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SWEP.RecoilResetInstant = false
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 9
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SWEP.RecoilResetTime = 0.01
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SWEP.RecoilDissipationRate = 40
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SWEP.RecoilFirstShotMult = 1.25
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SWEP.RecoilVisualKick = 0.5
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SWEP.RecoilKick = 1.5
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SWEP.RecoilStability = 0.75
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SWEP.CanBlindFire = true
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// handling
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SWEP.MoveSpeedMult = 0.975
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SWEP.ShootingSpeedMult = 0.75
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SWEP.SightedSpeedMult = 0.8
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SWEP.ReloadSpeedMult = 0.6
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SWEP.AimDownSightsTime = 0.275
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SWEP.SprintToFireTime = 0.30
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SWEP.Sway = 1
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SWEP.ScopedSway = 0.3
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SWEP.FreeAimMaxAngle = 3
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// hold types
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SWEP.HoldType = "revolver"
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SWEP.HoldTypeSprint = "normal"
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SWEP.HoldTypeBlindFire = "pistol"
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SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1
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SWEP.PassiveAng = Angle(-2.5, -1, 0)
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SWEP.PassivePos = Vector(0, -2, -4)
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SWEP.BlindFireAng = Angle(0, 5, 0)
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SWEP.BlindFirePos = Vector(3, -2, -5)
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SWEP.BlindFireSuicideAng = Angle(-135, 0, 45)
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SWEP.BlindFireSuicidePos = Vector(31, 25, -5)
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SWEP.SprintAng = Angle(30, -15, 0)
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SWEP.SprintPos = Vector(5, 0, -2)
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SWEP.SightAng = Angle(-4.26, -1.025, 1)
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SWEP.SightPos = Vector(-5.2, -5, -2.4)
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SWEP.CorrectivePos = Vector(1.2, 0, -0.4)
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SWEP.CorrectiveAng = Angle(5.5, -2.7, 0)
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SWEP.HolsterVisible = true
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SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_PISTOL
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SWEP.HolsterPos = Vector(0, 3, -4)
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SWEP.HolsterAng = Angle(90, 0, 0)
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// reload
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-- Устанавливаем размер магазина и начальное кол-во патрон на 0
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SWEP.ClipSize = 20
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SWEP.DefaultAmmo = 0
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SWEP.Ammo = "pistol"
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-- Принудительное обнуление при создании (Initialize)
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function SWEP:Initialize()
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self.BaseClass.Initialize(self)
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-- Обнуляем патроны внутри самого оружия
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self:SetClip1(0)
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-- Обнуляем резервные патроны у игрока через мгновение после спавна
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if SERVER then
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timer.Simple(0, function()
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if IsValid(self) and IsValid(self:GetOwner()) then
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self:GetOwner():SetAmmo(0, self:GetPrimaryAmmoType())
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end
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end)
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end
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end
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SWEP.Ammo_Expanded = "ti_pistol_light"
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SWEP.ReloadTimeMult = 1
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SWEP.DropMagazineModel = "models/weapons/tacint/magazines/skorpion.mdl"
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SWEP.DropMagazineImpact = "pistol"
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SWEP.ReloadUpInTime = 0.9
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SWEP.DropMagazineTime = 0.2
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// sounds
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local path = "TacRP/weapons/skorpion/"
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SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
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SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
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SWEP.Vol_Shoot = 100
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SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot
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// effects
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// the .qc attachment for the muzzle
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SWEP.QCA_Muzzle = 1
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// ditto for shell
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SWEP.QCA_Eject = 2
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SWEP.MuzzleEffect = "muzzleflash_pistol"
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SWEP.EjectEffect = 1
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// anims
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SWEP.AnimationTranslationTable = {
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["fire_iron"] = "fire2_M",
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["fire1"] = {"fire1_L", "fire1_M"},
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["fire2"] = {"fire2_M", "fire2_R"},
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["fire3"] = {"fire3_L", "fire3_M"},
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["fire4"] = {"fire4_M", "fire4_R"},
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["fire5"] = {"fire5_L", "fire5_M", "fire5_R"},
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["melee"] = {"melee1", "melee2"}
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}
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SWEP.ProceduralIronFire = {
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vm_pos = Vector(0, -0.3, -0.15),
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vm_ang = Angle(0, 0.5, 0),
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t = 0.1,
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tmax = 0.2,
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bones = {
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{
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bone = "bolt_handle",
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pos = Vector(0, 0, -3),
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t0 = 0,
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t1 = 0.1,
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},
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{
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bone = "ValveBiped.Bip01_R_Finger1",
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ang = Angle(0, -15, 0),
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t0 = 0,
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t1 = 0.2,
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},
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{
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bone = "ValveBiped.Bip01_R_Finger11",
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ang = Angle(-35, 0, 0),
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t0 = 0,
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t1 = 0.2,
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},
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},
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}
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// attachments
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SWEP.AttachmentElements = {
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["foldstock"] = {
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BGs_VM = {
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{1, 1}
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},
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BGs_WM = {
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{1, 1}
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}
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},
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["tactical"] = {
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BGs_VM = {
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{3, 1}
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},
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},
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["smallmag"] = {
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BGs_VM = {
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{2, 1}
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},
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BGs_WM = {
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{2, 1}
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}
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},
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}
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SWEP.Attachments = {
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--[1] = {
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--PrintName = "Optic",
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--Category = "optic_pistol",
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--Bone = "Skorpion_ROOT",
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--WMBone = "Bone02",
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--AttachSound = "tacrp/weapons/optic_on.wav",
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--DetachSound = "tacrp/weapons/optic_off.wav",
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--VMScale = 1.2,
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--WMScale = 1.2,
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--Pos_VM = Vector(4.6, 0, 0.5),
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--Ang_VM = Angle(90, 0, 180),
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--Pos_WM = Vector(-12, 1.25, -5),
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--Ang_WM = Angle(0, 0, 180),
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--},
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[1] = {
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PrintName = "Muzzle",
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Category = "silencer",
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Bone = "Skorpion_ROOT",
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WMBone = "Bone02",
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AttachSound = "TacRP/weapons/silencer_on.wav",
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DetachSound = "TacRP/weapons/silencer_off.wav",
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VMScale = 0.6,
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WMScale = 0.7,
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Pos_VM = Vector(3.75, -0.015, 14),
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Ang_VM = Angle(90, 0, 180),
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Pos_WM = Vector(1.5, 1.25, -4.3),
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Ang_WM = Angle(0, 0, 180),
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},
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[2] = {
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PrintName = "Tactical",
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Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
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Bone = "Skorpion_ROOT",
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WMBone = "Bone02",
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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VMScale = 0.75,
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WMScale = 0.75,
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Pos_VM = Vector(3, 0, 8),
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Ang_VM = Angle(90, 0, 0),
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Pos_WM = Vector(-4, 1.25, -3.5),
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Ang_WM = Angle(0, 0, 0),
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},
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[3] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_foldstock", "acc_extmag_smg", "acc_holster"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[4] = {
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PrintName = "Bolt",
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Category = {"bolt_automatic"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[5] = {
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PrintName = "Trigger",
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Category = {"trigger_auto"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[6] = {
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PrintName = "Ammo",
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Category = {"ammo_pistol"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[7] = {
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PrintName = "Perk",
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Category = {"perk", "perk_melee", "perk_shooting", "perk_reload"},
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AttachSound = "tacrp/weapons/flashlight_on.wav",
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DetachSound = "tacrp/weapons/flashlight_off.wav",
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},
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}
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local function addsound(name, spath)
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sound.Add({
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name = name,
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channel = 16,
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volume = 1.0,
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sound = spath
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})
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end
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addsound("TacInt_Skorpion.Clip_Out", path .. "clip_out-1.wav")
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addsound("TacInt_Skorpion.Clip_In", path .. "clip_in-1.wav")
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addsound("TacInt_Skorpion.bolt_action", path .. "bolt_action-1.wav")
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addsound("TacInt_pdw.fire_select", "TacRP/weapons/pdw/fire_select-1.wav")
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